Once the group has decided what building to pick, we move to the income phase:
Income Phase
Step 1 - Deposits: You can add funds to a kingdom’s treasury. For every full 4,000 gp in value of the deposit, increase your kingdom’s BP by 1. Items that individually cost more than 4,000 gp must be sold as detailed under Step 3 below.
Step 2 - Withdrawals: You can also withdraw funds from the kingdom’s treasury, but doing so runs the risk of annoying the citizens. Each time you withdraw funds, the kingdom’s Unrest increases by 1.
Step 3 - Sell Valuable Items: You can attempt to sell items that cost more than 4,000 gp through your city’s markets to bolster your kingdom’s Treasury.
Step 4 - Generate Income: Make an Economy check against your Command DC at the end of your Income phase. If you’re successful, divide your result by 5 (dropping any fractions) and increase your Treasury’s BP by that amount.
After the income phase we come to the event phase:
Event Phase
During a kingdom’s Event phase, roll once on the Kingdom Events table to determine if an event occurs. There’s a 25% chance that a random event occurs during an Event phase. This chance increases to 75% if no event occurred in the previous Event phase.
After the event takes place and reference what impact the event may have on the kingdom and the characters! We continue into the next exciting month with a new Upkeep Phase, now that the kingdom has been created.
Upkeep Phase
Step 1 - Determine Kingdom Stability: Make a Stability check against your Command DC to determine your kingdom’s level of security for the month. If you make the check, reduce your kingdom’s Unrest by 1 (if your Unrest is at 0, gain 1 BP as a result of surplus goods
and services). If you fail this check by 5 or more, increase Unrest by 2.
Step 2 - Pay Consumption: Deduct your kingdom’s Consumption from the kingdom’s Treasury BP. If you aren’t able to pay for the month’s Consumption, your kingdom’s BP drops into the negative. Every time you end an Upkeep phase with negative BP in your Treasury, your kingdom’s Unrest increases by 2.
Step 3 - Fill Vacant Magic Item Slots: If there are any vacant magic item slots in any cities, randomly roll new items to fill these slots.
Step 4 - Unrest: If the kingdom’s Unrest is 11 or higher, it loses one hex chosen by the kingdom’s leaders. If the kingdom employs a Royal Assassin, reduce your total Unrest by 1 at the end of this phase.
Will dig deeper into the details before getting started next session and we'll cover other rules bits as they come up. We'll play things by ear and run things as narratively as possible. I know the adjacent hexes nearby the kingdom's first hex have yet to be explored so by all means feel free to venture forth during the 3 weeks of the month that the characters are free!